Elysedea "Destiny Wolf" Weaver 6.0 (Mark 2)

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Elysedea "Destiny Wolf" Weaver 6.0 (Mark 2)

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Post by Pascat »

<<> Player Info <>>

IRC Nick:
Real Name (Optional):
Time Zone:
Sheet Approved by: (leave blank)
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<<> Roll Logs <>>
Chakram (Toss): 1d2 @ 170+83
-- 20 (Dex) + 20 (Sk) + 10 (A.Sk) +33 (Weapon) = 83
Chakram (Melee): 1d2 @ 170+83
-- 20 (Dex) + 20 (Sk) + 10 (A.Sk) +33 (Weapon) = 83
Dodge Roll: 100+45
-- 20 (Dex) + 15 (Sk) + 10 (A.Sk) = 45
Divine Arcana: 90+40
-- 10 (MA) + 20 (Sk) + 10 (Class) = 40
Magic Defense: 90+40
--10 (WP) + 20 (Sk) +10 (Class) = 45
Intimidate: 100+45
--20 (WP) + 10 (Sk) +10 (A.Sk) + 5 (Class) = 45
Singing: 1d150+70
--20 (WP) + 20 (Sk) + 10 (A.SK) + 10 (A.Sk) + 10 (Feat) = 70
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<<> Combat Logs <>>
Initiative: 200
Physical Soak: 400+1820=2220
Magic Soak: 400+1820=2220
Regen: 1200/round up to 6000 (Normal)
RegenT: 1500/round up to 7500 (Transformed)
Physical Damage (Weapon): 1050
Physical Damage (Trans): 1575
Notes: 2 Strikes when Ranged -Or- Melee
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<<> Character Description <>>

Name:Elysedea "Destiny Wolf" Weaver
Race: Wolfkin
Age: She tells nobody (22)
Height:7'3
Weight: 230lb
Appearance:
http://dl.dropbox.com/u/3431000/Destiny.jpg
Eye Color:Green
Hair Color:Gray-blue
Notable Features:

<<> Character Personality <>>

Favorite Food:Meat <3
Likes: Making friends, singing, and praying
Dislikes: Heathens who believe they can avoid Fate.
Favorite Color: Purple
Fears: Failing to protect her mistress from the threats imposed before her.


<<>Character Background<>>

History:
Formally a Dimensional Warrior, Destiny Wolf or Elysedea Weaver had left for a time where she would become a popstar. Tension within the Dimensional Warriors had caused her to have to leave for some time. Though, Fate had other plans about this priestess of hers. However, let us have a bit of flashback as to how she joined Dimensional Warriors in the first place.
Elysedea was a child that was weak way back then. Unfavored by Fate, she had frail body and enough bad luck to become Lucky Luke's antithesis. Poor health, poor family, it is a miracle out of its own she had survived that long. One of those days when things had just gone from how could it be worse, to how could it have happened, she decided to go out there in the woods. The fresh sprouts of spring were smelling nice, and she enjoyed going there for a while. Smelling the flowers and enjoying the fresh evening air. As she wandered through the woods however, she found herself falling down into a hole. How unlucky she was!
At the bottom of the hole, she had passed out for a time. When she came to, it was way passed curfew and she found herself wandering deeper into the undergrounds where she found a derelict temple. Venturing deeper into the temple, she found an altar onto which was sitting a deck of tarot cards and a talisman. As she picked up the two of them, a voice spoke: "I am Fate, I have chosen you to be my priestess. There is much for you to do, there is worlds for you to save, but first you must gain further strength... You will leave my temple, venture into the world. You will receive blessings from the wolf to develop your strength, and blessings from the bird so you maybe my voice. Go, Child of Destiny."
With those words spoken, she left the temple. She went back home, still weak, but determined that the voice would help make her life better. Her luck had turned around, too! Things were starting to finally look up into her favor. She headed out to the closest spaceport to find a way to the Dimensional Warriors. On the way there, she was attacked. A wolf bit her, and then walked away without harming her further. A night after the bite, her body was growing stronger and her constant illnesses were going away rather rapidly.
She found herself to another planet, searching through, she found herself through an ancient ruin worshipping bird people. One of the birds spoke to her, and her voice changed. It became tinted with the essence of divine, beautiful, musical. Not just that, but she also became more graceful and agile altogether. However, she focused merely on the beautiful singing this blessing allowed her. Finally, she found her way to where the Dimensional Warriors resided, and joined with them for a time.
At some point, she left. Driven off by a fight with other people, she went to a floating island where she sang to her heart's content. Though, now it is time she returns. Now it is time her Destiny accomplishes itself, and she must return to the dimensional warriors to aid them in their quest against the Darkness... She leaves the island, and lets Fate guide her where she needs to be.
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<<>Statistics<>>

Total Experience Points:

Health: 200 (250 Transformed)
Health Roll: 20 (25) (+1 Bonus for every 10 Health)
HP: 12000 / 12000 hp (Health * 60)
HPT: 15000 / 15000 hp (Health * 60)
Regen: 1200/Round, up to 6000
RegenT: 1500/Round, up to 7500

Dexterity: 200
Flat Foot Dodge: 20 (+1 Bonus for every 10 Dexterity + reaction skill/2)
Dodge Roll: 45 (+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: 40 (+2 Bonus for every 10 Dexterity + skill)
Style Points: StP (Dexterity * 4)

Strength: 50 (+50)
Inventory Slots/Comfortable Carry: 10 (+1 Bonus for every 10 Strength)
Base Damage: 50 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: 400 (+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: 1050 (1575 Transformed) (Base Damage * Weapon mod.)

Endurance: 100
Defense (Damage Absorb): 400 (+1 Bonus for every 10 Endurance *40)
Survival Roll: 10 (+1 Bonus for every 10 Endurance)

Intelligence: 400
MP: 2000 MP (Intelligence * 5)
Skill Points: 1600 SkP (Int * 4)

Magic Affinity: 100
Spell Points: 400 SpP (Magic Affinity * 4)
Magic Attack Roll: 40 (+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: 4 (Skill Level / 5)
Psionic Level: 0 (Skill Level / 5)

Spirit: 50
Base Magic Damage: 500 [( (5) + (20) ) * 5) * 4]

Willpower: 150
Mental/Magic Defense Roll: +10 / 40(+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: 400 (+1 Bonus for every 10 Willpower * 40)

Luck: 200 ()
Luck Roll: +40 (+2 Bonus for every 10 Luck)
Luck Points: 8 (+1 for every 25 Luck)
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<<>Skills<>>
1575 / 1600 Skill Points

0: Untrained | 5: Hobbyist | 10: Novice/Beginner | 15: Dedicated Student | 20: Educated/Trained | 25: Professional | 30: Advanced | 35: Specialist | 40: Expert | 45: Adept/Prodigy | 50: Master

Athletic Skills
(Dexterity: +0 / Strength: +0)


Honed Perception Skills
(Health: +0)
Smelling 20 (220)
--Sensitive Smell +10 (60)

Minor Skills
(Intelligence: +0(intel/2) / Willpower: +0)
Perform(Singing) 20 (220)
--Seasoned Performer (15)
--Professional Performance (90)
Perform (Acting) 20 (220)
Intimidation 10 (65)
--Terror +10 (30)

Combat Skills
(Dexerity: +0)
Chakram 20 (220)
--Boomerang Throw +5 (10)
--Called Shot -10 (15)
--Dual Strike (15)
--Imp Boomerang Throw +10 (30)
--Close Range Combat +10 (55)

Roll 15 (130)
--Dodge Leap (10)
--Dodge Roll (15)

Magic Skills
(Magic: +0 / Spirit: +0)
Divine Arcana 20 (220)
--Arcane Intuition (10)
--Arcane Defense (10)
--Enchant Potion (15)
--Arcane ID (30)
--Religious Caste -Fate (55)
---- +10/Holy Affinity level Luck Bonus to all allies actions for 4 rounds. Extended Cast Time Prayer.

Artisan / Knowledge Skills
(Intellligence: +0)
Psychology 5 (25)

Vehicle Skills
(Dexterity: +0)


Survival Skills
(Intelligence: +0)

Extra Language: Greek
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<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: (Used) / 800 StP
Name: Vision of Terror
Level: 1
Cost: 10
MP: 30
Description: Destiny holds out her chakram, and with a channeling of her powers over the Weave of Fate, she shows the enemy a vision of his ultimate end. The vision is not clear enough to be able to figure out a way to avoid it, but it still remains something terrifying to all but the hardiest of warriors. Though it is unseen, the movement of the chakram has attached it to the enemy's Fate, allowing her to pull the proper strings...
Range 1
Status Effect Stop (Afraid) 2

Name: Prayer of Terror
Level: 4
Cost: 50
MP: 480
Description: Destiny's chakram is inhabited with an unusual glow as she chants a prayer in an odd ancient language. The prophecies spoken bring intense fear through a group of enemies. Though it is unseen, the movement of the chakram has attached it to the enemy's Fate, allowing her to pull the proper strings...
Status Efect Stop (Terror) 6
Range 2
Extended Charging Time (-2)

Name: Binding of the Fate
Level: 3
Cost: 30
MP: 270
Description: Charging in with a series of three strikes, Destiny attempts to bind the Fate of the enemy to her weapon. Everytimes a strike lands, a blue ethereal string seems to attach itself from the wound to the weapon. The string breaks however at the end of her round, with no ill effect other then wounds originally inflicted.
Range 1
Combo 2
Damage 2 (*1)
Skillchain
======
Name: Pronouncement of Judgement: Death
Level: 4
Cost: 50
MP: 480
Description: With the three fate threads attached to her weapon, Destiny gives a firm yank, pulling life out of the enemy and causing a tremendous amount of damage.
Range 1
Damage 7(*3.5)
Finisher (-2)

-= Magical/Psionic (Spell Points) =-
Current Spell Points: 90 / 400 SpP

Level 0-5MP-5SpP-0.5 Dmg
-Bleed - God giveth, God taketh away; this spell has the ability to undo some physical and magical preventative measures (such as regenerative spells and stitches) that would otherwise slow or stop HP loss between 0 and a target's Death Threshold.
-Create Water - The user is able to create pure, clean water out of spiritual energy, enough for (Mage Level * 2) characters to drink from.
-Detect Magic - The user is able to use ethereal senses to find and pinpoint magical signatures within (Mage Level) Areas. Each cast lasts for 1 round/action.
-Detect Poison - The user is able to use ethereal senses to find and pinpoint sources of airborne, foodborne, venom-type, or various other toxins within (Mage Level) Areas. Each cast lasts for 1 round/action.
-Guidance - Divine presence helps guide a single target towards success. Each cast gives a target a +5 bonus for ONE action following the cast, whether it's offensive, defensive, utility, or noncombat.
-Light - The user is able to place a bright, shining light on the end of an object to make it shine like a torch. This spell is able to illuminate (Mage Level) Areas around the user. It is able to negate some low-light penalties and provide sight through some status effects.
-Mending - Repair superficial damage to an object. Won't fix lingering effects due to damage (i.e.: spilling water on a cable and using Mending won't stop the circuit from shorting, just clean up the mess).
-Purify Food and Drink - By putting divine blessings on food or drink, the character is able to remove toxins, dangerous magics, or other unnatural effects from enough food for (Mage Level) characters with each cast.
-Resistance - Target gains +5 to Health Checks/Endurance Checks (vs. statuses, toxins, etc.), as well as +5 Willpower vs. mental manipulation, illusions, etc.
-Stabilize - God giveth, God taketh away; this spell reduces a character's HP/blood loss after reaching 0 HP by half, giving the character more time for the needed care to be provided.
-Virtue - Divine protection helps buffer damage to a target; each cast of this spell gives a character an additional 500 HP for 5 rounds.
-Spark - Ignites flammable objects. This can only be used on simple "fuels," such as gasoline, oil, and other readily ignitable materials.
Level 1
-Summon Monster I - The caster is able to summon a Level 1 Holy-type creature for 5 rounds.
-Bane - This spell has the ability to reduce a target's NEXT immediate action by -5/Mage Level (-50 at Level 10), whether it's offensive, defensive, utility, or noncombat.
-Bless - This spell grants a single target a +5/Mage Level (+50 at Level 10) bonus against "Fear"-type attacks/spells, as well as anti-Intimidation checks.
-Liberating Command - This spell compels a nonsentient, semi-sentient, or low-willpower creature/enemy/target to flee from the caster. Roll directly against creature's willpower and magic resistance; if successful, the target is compelled to flee from the caster upon the first available opportunity.
-Obscuring Mist - The user is able to conjure a thick mist in the Area they occupy. Anyone inside of it suffers from Mild "Blind" status. The mist lasts for 5 rounds.

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<<> Traits and Feats <>>

-= Race Traits =-


Race:Human
Traits:
<Positive Traits>
Status Effect Resistance
Pre-requisite: Racial/GM Assigned
Description: Unusually resilient for their unassuming build and fleshy pinkness, humans with the right tenacity can ward off or shrug off adverse effects on their bodies.
Effect: Occurrence rate of [Blind], [Confuse](Except from Were Transformation), [Disease], [Poison], [Silence], [Bleeding], and [Shock] up to Acute reduced by 10%, and Duration of any such status reduced by 1.

<Negative Trait>

-= Character Traits =-

Were Transformation: When put under great stress(Near Unconcscious, Aggravating status effects, or similar other stressful situations such as the event of a Divine Botch) she will automatically, instantly transform into her Werewolf form without any furhter costs then having a Confusion for the duration of the transformation.
Alternate Form: Werewolf
-Description: A Large entity covered with a thick hide. Despite the size and thick hide, it still moves with incredible agility.
--+50 Endurance, +50 Health
--Improved Weapon (*1.5 Chakram damage)

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) - Class Feat: Oracle
--Effect: +10 Divine Arcana, +5 Mythology, Gather Information, Intimidate, 1 Bonus Language
*Feat 2 (100 XP) - Regeneration
--Effect: Every round in combat, restore 10% maximum HP to a total of 50%. Outside of combat, the body gradually repairs itself to 50% HP and sutures small, superficial, and smaller lingering wounds.
*Feat 3 (200 XP) - Improved Luck
--Effect: For every 10 points in Luck, the character gains +2 to rolls.
*Feat 4 (300 XP) - Improved Regeneration
--Effect: Every round in combat, restore 10% maximum HP to a total of 50%. Outside of combat, the body gradually repairs itself to 50% HP and sutures small, superficial, and smaller lingering wounds.
*Feat 5 (400 XP) - Holy Affinity 1
--
*Feat 6 (500 XP) - Enhanced Luck
--Effect: This changes the Luck Point calculation from +1 Point/50 in Luck to +1/25 in Luck
*Feat 7 (600 XP) - Roundabout Performer
--Effect: +10 to all Perform checks.

*Feat 8 (700 XP) -Super Strength

*Feat 9 (800 XP) - Improved Hitpoints 1
--Effect: Boosts HP. The modifier of *40 is changed to *60.

*Feat 10 (900XP) - Super Jumping
(+10 to Leap Checks)

*Feat 11(1000XP) - Holy Affinity II

Feat 12(1200XP) - Improved Willpower
--Willpower Checks with +2 instead of +1
Feat 13(1400XP) - so it was
--Effect: Active feat that can be used twice per mission. By going into a trance and looking back, the Oracle can force one roll that was made on the turn DIRECTLY before his or her own to be rerolled, with the new effect being recalculated.
--Out of combat, a secondary use is possible; The Oracle gains the ability to live backwards, losing himself and drifting through time to see what was. This takes an hour per hour backwards he or she goes, and the occurances are watched in real time, backwards. The Oracle can only watch the general area they are in this way, and may have to make Concentration checks to make sense of more delicate information they come across.
Feat 14(1500XP) -
Feat 15(1600XP) -
Feat 16(1800XP) -
Feat 17(2000XP) -
Feat 18(2200XP) -
Feat 19(2400XP) -
Feat 20(2500XP) -
Feat 21(2600XP) -
Feat 22(2800XP) -
Feat 23(3000XP) -
Feat 24(3200XP) -
Feat 25(3400XP) -
Feat 26(3500XP) -
Feat 27(3600XP) -
Feat 28(3800XP) -
Feat 29(4000XP) -
Feat 30(4200XP) -
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<<> Equipment Slots <>>

Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon:
--Name: Emerald Chakram
--DC To Make: 1410
--Skill Level To Use: 17
--Price: 1170440
--Augmentation Slots: 2
--Roll Bonus: +33
--Damage Mod: 21
CB-OSP:
Side Arm:
Armor:
--Emerald Armor
--Price: 200000
--Physical Soak Bonus: 1820
--Magical Soak Bonus: 1820
--Crafting DC: 1410
Pendant:
Ring 1:
Ring 2:

Credits: 500,000 (+1,000,000 after 3 months)
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<<> Inventory <>>


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<<> Special Notes <>>

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Pascat
Posts: 5
Joined: October 12th, 2008, 10:22 pm
Location: Saguenay

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